Yup, things have been pretty slow on this blog. The main reason? The game that I helped develop at my day job launched a little while ago (hooray!), to critical derision and poor sales (boo!). A couple of months on, and... well, we're (almost) all redundant.
Now a really annoying thing from my point of view is that I managed to completely nuke my little game/testbed's content. I have backups, but they're slightly older than I'd like. That'll teach me to use version control for source only. Just when the program might be most useful, I have to go do a load of content wrangling...
So for now I'm in damage control mode. Updating the CV, desperately recreating shaders and materials, polishing up demos, and generally sharpening up my portfolio.
It's a massive shame the game went so very wrong. A huge amount of money and creative energy was spent, and the project had huge potential. Still, it was fun and I personally learnt a lot from the experience, so if I'm saddened by the eventual fate of the product and the company as a whole I'm also excited to be looking for a job. The industry as a whole remains an inspiring place to be.
Next step... who knows? I look forward to waxing verbose about the joys of (somewhat) functional programming to another batch of unconvinced C++/C# engineers.
Project 2015 under the New Management
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Greetings from the New Management! I'm currently up to my elbows in The
Regicide Report (coming to you in 2026). In the meantime, I wrote a bundle
of world...
5 days ago
3 comments:
Based on your location I know a bit more about the specifics. My condolences, and best of luck landing a new job! I enjoy reading this blog.
What game was that? Why did you make a game that sucks?
James: Thanks! I'm pretty excited to be moving on, and hopeful about some new positions.
Krice: Too many reasons. When you're that close to something huge and ungainly with hundreds of developers, it can be hard to see large-scale problems. Even if you do notice them and convince a critical mass of people that they're important, sometimes they just end up as compromises that needed to be made. I may write a postmortem about it from my worm's-eye point of view at the time, but I don't know how useful that would be to anyone.
Absolutely no-one sets out to make a game that sucks. Still happens though.
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